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Psychotoxic Models and Textures

What a disaster. I made levels, textures, all the weapons, some characters, all particle FX and even some animations/cut-scenes (to fill the gabs after the only animator quit) for this title. Does that sound like way too much for one person? I agree. Psychotoxic is hands down the worst thing i have ever been attached to. I am going to try and summarize some of the reasons why this game turned out as bad as it did and why all the critical and commercial failure is perfectly justified all lot of these reasons will sound like weak excuses so keep in mind that above all these reasons the main problem was the inexperience of everyone involved in the project including myself so here is my blame list:
Fail 1) It was financed by a dubious publisher who's main cash flow comes from the sales of ww2-nazi-strategy games and porn games "CDV". the most none trust worthy human beings I have ever known.
Fail 2) Said publisher insisted on using an unfinished 3D-Engine that was licensed by them to make a porn game ... ever heard of a successful first person shooter powered by a porn game engine? Me neither! Later it turns out that they never paid the developer of the engine (back than known as vulpine now Trinigy Vision Engine) the license fee or any fee for support.
Fail 3) All unique or remotely interesting features from the design doc got cut/canceled before the development of the game even began in an attempt to save money I assume. So all that was left as planned gameplay was basically you can run around and shoot a weapon. All that was left from the design doc was weak characters with weak dialog in a flimsily weak plot that wants to be "Escape from New York" or "Max Payne" (failing at both of course) but could never ever carry a game by itself without the backing of good core mechanics.
Fail 4) The planned budget was already shoestring to begin with but mid way through the development the publicly traded publisher ran into financial troubles themselves and tried to cancel a whole bunch of(all) games in development to show to their shareholders that they are taking action. Only problem they had no legal grounds to cancel our game since we complied with every milestone and since they knew that, they just stonewalled us and stopped sending money. They even fired the producer assigned to the project without telling us about it, he couldn't care less either and didn't even drop us a mail.
Fail 5) now all the management which is 50 % of the development staff was busy not with making a game but with having a legal dispute with the publisher that went on for almost a year so already super tight human resources got cut even shorter.
Fail 6) some people within the team (in a leader role) didn't posses the most basic human interaction/social skills and made life at the office a daily living nightmare. always leaving everyone else uncertain when another "episode" was coming!

This project was doomed from the get go. I only choose to include it here rather than taking an "Alan Smithee" credit for it and denying its existence, because 1) I feel obligated to show it here! artists that whip aside anything bad they ever made and only show you when they happen to be on their prime ... that is on one level with fraud in my eyes. 2) If this game proves one thing than its "Finishing Ability". People keep on telling me that this is the only currency worth anything in the game industry and I agree. Despite all these problems the title made it to retail shelves and despite the bad reviews and poor sales it probably still broke even considering that it must have cost practically nothing to make.